#define NUM_LIGHTS 2

varying vec3 normal, eyeVector;
varying vec3 lightDir[NUM_LIGHTS];

vec4 ShadeVertex()
{	
	vec4 vVertex = gl_ModelViewMatrix * gl_Vertex;
	eyeVector = -vVertex.xyz;
	normal = gl_NormalMatrix * gl_Normal;
	int i;
	for (i=0; i<NUM_LIGHTS; i++)
	{
		lightDir[i] = vec3(gl_LightSource[i].position);
	}
	
	return gl_MultiTexCoord0;
}